The Conduit Wiki
Register
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 5: Line 5:
   
 
==Hidden Weapon Effects==
 
==Hidden Weapon Effects==
*Flash Grenades disrupt health regeneration and slows the target's movement speed, allowing for you to easily kill injured foes. It even effects allies.  Offline they also multiply the damage dealt to most stunned targets by 2. This does however seem to include the player.
+
*Flash Grenades disrupt health regeneration and slows the target's movement speed, allowing for you to easily kill enjured foes. It even disrupts the health regeneration, slows movement, disrupts radar, and blinds any and all nearby allies.  Offline they also increase the damage targets take by a large factor.
*The Phase Rifle's tuned in shot penetrates everything, including AEGIS Device shields, players, Widowmaker Turrets and TPC mines. It also goes through infinite objects as long as they are 10 or less meters apart from the previous object, regardless of the Phase Rifle Penetration upgrade.
+
*The Phase Rifle's tuned in shot penetrates AEGIS Device shields. It also goes through infinite walls as long as they are 10 or less meters apart from the previous wall, regardless of the Phase Rifle Penetration upgrade.
 
*TPC Launcher Mines stick to all players, allowing you to stick an ally with them and send them running into the fray, or stick an unsuspecting enemy and have a good laugh at their doom.
** The Phase Rifle is capable of tuning in TPC mines and deployed Widowmaker Turrets, but they are not visible through the scope.
 
** Exploit: As long as the Phase Rifle is tuned in on a target, whether or not he/she/it can be targeted without breaking the tune-in, a shot fired will still pass through walls. This allows players to shoot targets without seeing them through a wall, including players using the Stealth (Primary) upgrade.
 
*TPC Launcher Mines stick to any player, allowing you to stick an ally with them and send them running into the fray, or stick an unsuspecting enemy and have a good laugh at their inevitable doom.
 
 
*The AEGIS Device's shield applies a +150% bonus damage to some caught projectiles. ([http://conduit.wikia.com/wiki/AEGIS_Device#Mass_the_Shield_can_hold Full list])
 
*The AEGIS Device's shield applies a +150% bonus damage to some caught projectiles. ([http://conduit.wikia.com/wiki/AEGIS_Device#Mass_the_Shield_can_hold Full list])
*The Carbonizer can change modes while firing. Change from alternate to primary while firing for a short burst of higher than normal movement speed.
+
*The Carbonizer can change modes while firing, change from alternate to primary while shooting for a burst of higher than normal movement speed.
 
*The Carbonizer can extinguish any radiation grenade.
 
*The Carbonizer can extinguish any radiation grenade.
*The Shrieker detonates all of the user's guided shots when you switch weapons. C<span style="font-style: normal; ">aught Shrieker rounds in the AEGIS Device shield can also be detonated by the holder of the AEGIS Device.  However, both only apply online.</span>
+
*The Shrieker detonates all of the user's guided shots when you switch weapons, use this to your advantage. C<span style="font-style: normal; ">aught Shrieker rounds in the AEGIS Device shield can also be detonated by the holder of the AEGIS Device.  However, both only apply online.</span>
 
*Exploit: The AEGIS Device can shoot most projectiles through walls if the user's shield is inside a wall. This is how players can survive a grenade in their shield.
 
*Exploit: The AEGIS Device can shoot most projectiles through walls if the user's shield is inside a wall. This is how players can survive a grenade in their shield.
  +
*The AEGIS Device can catch Frag Grenades that are on the ground, this can save your life in a close call.
** Exceptions to this include: TPCs, Frag Grenades, and Radiation Grenades.
 
*The AEGIS Device can catch Frag Grenades that are on the ground, this can be used to save a life during a close call.
+
*Exploit: The AEGIS Device can create "Super Grenades" by throwing Frag Grenades into a corner then picking it up with the AEGIS Device and repeating, it requires Capacitor (Primary) however.
  +
**Super Grenades are invisible to other players and can be very destructive to an enemy team.
* The AEGIS Device is capable of launching Frag Grenades further than they can normally be thrown.
 
  +
*Exploit: The AEGIS Device can get the "Shielded" medal by holding a x20 Super Grenade in a wall, then having someone shoot your shield.
** Exploit: Grenades thrown can only be seen by the thrower/launcher and the catcher. Because of this, throwing and subsequently catching your Frag grenade can be used to turn it invisible to all other players.
 
  +
**Warning: You will not see any ammo placed in your shield during this, as well as ammo you shoot back will be instantly deleted. You need to beware of grenades placed in your shield because they still hurt you when detonated inside your shield.
** The AEGIS Device can create "Super Grenades" by throwing Frag Grenades then picking them up with the AEGIS Device and repeating. Capacitor (Primary), a wall, and a decent amount of time are required to repeat the process of launch, throw then capture. This can be repeated until the AEGIS Device's mass is filled with the 20th grenade. All grenades afterward that would increase above 20 will simply be deleted.
 
  +
**Other players cannot see the grenades in your shield at this time, be careful.
*** Once the 20x grenade detonates (assuming the user has not died or released the shield), one of two things will happen. There is no known way to trigger one effect over the over, however it is believed that if a player (other than the user) observes the shield as the frags detonate, then the second effect is more likely.
 
  +
**Be sure to choose a double sided wall, or else you could die.
***# All players will see the shield as dropped, and the game treats it as such. Exactly as if the mass were filled, even though there technically is not currently any mass stored.
 
 
*Exploit: The Widowmaker Turret removes nametags and other slight features, including game start timer, from your screen if you use the Alternate Fire Mode. Only on your screen, nobody else's screens.
***# The user will see the shield as dropped, but the other players will see it as up, without any objects in it. The game now treats the shield as if it had no objects in it, and will continue to catch objects until its mass is filled once again. The user will not see, nor be able to use any new objects added to the shield. Radiation Grenades caught, though invisible to the user, will continue to pulse damage normally, and Frag grenades will continue to detonate over time, both able to damage and kill the user. If the shield's mass is filled up the second time, it will stop catching new objects, but the shield will continue to stay up and block objects. If the shield is released, instead of firing out all the projectiles like normal, all objects in the shield will simply be deleted.
 
***#* This can be used to obtain a Shielded medal without Specialization on your loadout.
+
**This effect is only known to be fixed by restarting the Wii console.
 
*It is possible to make flying TPC Mines by placing one mine on top of another mine and repeating until they float.  Similar to a non-damaging The Conduit exploit.
*Bug: The Widowmaker Turret removes nametags and other slight features from the HUD and other areas, including game start timer, if you use the Alternate Fire Mode. Only on your screen, and nobody else's screen.
 
 
*Sometimes enemies can see your TPC Mines "Pulsing" as they do for allies.  There is no known method or reason of triggering this.
**While the effect doesn't occur every time the alternate fire is used, frequent use causes it to become more likely to occur.
 
 
*Exploit: It is possible to make a flying Widowmaker Turret by moving/jumping while roughly half-way through placing the Widowmaker.
** This effect is only known to be reliably fixed by restarting the Wii console.
 
** In some cases it has been reported that the effect disappears after repeated use of the alternate fire or Phase Rifle's scope. It has also been reported that the effect fades away on its own the 2nd time a player returns to the lobby afterward.
 
*It is possible to make floating TPC Mines by placing one mine on top of another mine and repeating until they float.  Similar to a non-damaging exploit in The Conduit.
 
** Although it costs a large amount of ammo to use, it can be used to place TPC mines in otherwise impossible locations that a player may be likely to travel.
 
*Bug: Sometimes enemies can see your TPC Mines "Pulsing" as they do for allies.  There is no known method of triggering this.
 
** There is also no way to know if this bug has happened, but the effect disappears after the pulsing mine has been destroyed.
 
*Exploit: It is possible to make a floating Widowmaker Turret by moving/jumping while roughly half-way through placing the Widowmaker.
 
 
*Exploit: Sometimes when there is a lot of lag, Widowmaker Turrets will not die on everyones screen but the user's. It will not do anything but provide a surface as if it were still there. Players that don't see it there still see your shots pass through it, the only exception is TPC Mines.
 
*Exploit: Sometimes when there is a lot of lag, Widowmaker Turrets will not die on everyones screen but the user's. It will not do anything but provide a surface as if it were still there. Players that don't see it there still see your shots pass through it, the only exception is TPC Mines.
  +
**This can be used to "Fake-out" players by shooting a SMAW Rocket through it.  However, there is no known method to trigger it.
*If a Hive Cannon Lure is shot off-map, all of the user's subsequent Hive Cannon shots will fall straight down until another lure is shot or the current one is retracted.
+
*If a Hive Cannon Lure is shot off-map, all of the user's subsequent Hive Cannon shots will fall straight down until another lure is shot or the current oned is retracted.
*Exploit: If you pick up a Widowmaker Turret as it is dying, it will "Clone" the Widowmaker Turret, placing one on the ground and adding one to your hand.
+
*Exploit: If you pick up a Widowmaker Turret as it is dying, it will "Clone" the Widowmaker Turret.
*When catching shots in the AEGIS Device shield, sometimes it will add more shots than it should.  There is no known way to trigger this effect, but it is very common, especially with SMAW rockets, TPCs, and rapidly-fired weapons, or during high-lag situations.
 
 
*If you have Reverse Damage on your AEGIS Device, caught Radiation Grenades will heal you and allies at an increased rate.
*Exploit: Bombkarts Explode through walls, killing players/Widowmaker Turrets and detonating TPC mines. Bombkarts only have 40% health, so it is easy for them to chain detonate, killing masses of players.
 
 
*When catching shots in the AEGIS Device shield, sometimes it will add more shots than it should.  There is no known way to trigger this effect, but it is very common, especially with SMAW rockets.
 
*Exploit: Bombkarts Explode through walls, killing players and detonating TPC mines. Bombkarts only have 40% health, so it is easy for them to chain detonate, killing masses of players.
 
*Widowmaker Turrets die from one melee to the front, or three to the back. Turret has roughly 660 health from energy shots, however true health and damage resistances are unknown.
 
*Widowmaker Turrets die from one melee to the front, or three to the back. Turret has roughly 660 health from energy shots, however true health and damage resistances are unknown.
 
*The engines at Crash Site (Multiplayer) can kill allies. This is the only known way to kill an ally.
* A Widowmaker Turret will instantly die if it is within the blast of a flash grenade, regardless of which direction it is facing.
 
 
*Fall Damage based suicides don't cause players to lose points from suicides, jump off cliffs while dying to prevent the enemy from gaining a point.
*The engines at Crash Site (Multiplayer) can kill allies, Widowmaker Turrets, and TPC mines. This is the only known way to kill an ally.
 
 
*Exploit: Flash Grenades can sometimes steal kills. Throw some into Darkstar charges to get a large chance of stealing another player's kill.
*Fall Damage based suicides don't cause players to lose points from suicides.
 
*Exploit: Flash Grenades can sometimes steal kills. This is the only known way to kill a player with a flash grenade.
 
 
*Exploit: Darkstar charges delete any Radiation Grenades that impact on them, but they can carry already impacted Radiation Grenades and Frag Grenades.  This can be used to steal kills by throwing them just right to kill trapped enemies in another player's charge.  It can also be used to move Radiation Grenade barriers that are often set by players attempting to heal.
 
*Exploit: Darkstar charges delete any Radiation Grenades that impact on them, but they can carry already impacted Radiation Grenades and Frag Grenades.  This can be used to steal kills by throwing them just right to kill trapped enemies in another player's charge.  It can also be used to move Radiation Grenade barriers that are often set by players attempting to heal.
*Radiation Grenades fired from an AEGIS Device's shield do not stick directly on players, instead as much as 15m away, depending on the velocity of the grenade upon impact. This means that grenades attached using this method may deal less damage than normal due to the distance away from the intended target. The bonus from the AEGIS Device and any other increases to the grenade's damage are not to be forgotten though.
+
*Radiation Grenades fired from an AEGIS Device's shield do not stick directly on players, instead as much as 15m away. It also deals 45 (Splash) base damage to enemies near the grenade itself
**Exploit: If done to an ally you can have them turn correctly allowing you to "Cook" enemies through walls.
+
**Exploit: If done to an ally you can have them turn correctly allowing you to "Cook" enemies through walls and ANY wall on the game.
*Darkstar charges don't kill the user or allies during team games, making a Level 3 Charge an effective "Shield" to the user and/or allies.
+
*Darkstar charges don't suicide on team games and don't kill allies, making a Level 3 Charge an effective "Shield" to the user and allies.
 
*Darkstar charges don't kill Widowmaker Turrets.
 
*Darkstar charges don't kill Widowmaker Turrets.
   
 
==Hidden Upgrade Effects==
 
==Hidden Upgrade Effects==
*Phase Rifle Specialization makes the user constantly on Radar to all other players.
+
*Phaze Rifle Specialization makes the user constantly on Radar.
 
*Mending will not effect Essence Salvage unless crouched while getting the kill/assist.
* Health from Radiation Grenades effected by Reverse Damage is not treated as health regeneration by the game, and is thus not increased by Mending, or cancelled by attacks from other players. It does however trigger health regeneration immediately after healing the player, which can be affected by other means normally.
 
* If you have Reverse Damage on, caught Radiation Grenades in the AEGIS Device's shield will heal you and allies instead of hurting you.
 
** Remember Radiation Grenades are also subject to the AEGIS Device's bonus, giving grenades caught by this method an increased rate of healing. Stacking if the thrower also had energy-increasing upgrades and/or the Damage Control Point.
 
*Mending will not effect Essence Salvage unless crouched while getting the kill/assist.
 
 
*Bomb Bag and Reverse Damage both allow you to get an extra Grenade from Field Medicine revives. Reverse Damage forces you to get Radiation Grenade from Field Medicine revives and does not stack with Bomb Bag.
 
*Bomb Bag and Reverse Damage both allow you to get an extra Grenade from Field Medicine revives. Reverse Damage forces you to get Radiation Grenade from Field Medicine revives and does not stack with Bomb Bag.
  +
*Essence Salvage gets delayed by Blinding Powder kills, but doubles heal rate when it starts.
*Blinding Powder delays health regeneration until the blinding effect wears off, and then health can regenerate normally.
 
 
*Ammo Salvage gathers ammo for each gun seperately, and at different rates. Some good generic rates to go by are 3/5 - 3/4 - 4/5 (SMAW is roughly 1/2).
** This includes the effects of Essence Salvage.
 
 
*Stealth does nothing while jumping or sprinting.
*Ammo Salvage gathers ammo for each gun separately, and possibly at different rates for each weapon.
 
*Stealth does nothing while jumping or sprinting. Does not include falls without executing a jump.
 
 
*AEGIS Device Specialization only keeps the shield up, it does not allow for extra mass to be carried.
 
*AEGIS Device Specialization only keeps the shield up, it does not allow for extra mass to be carried.
 
**It does this by changing max mass to 101 instead of 100, with normal rules still applied.
 
**It does this by changing max mass to 101 instead of 100, with normal rules still applied.
*There is a "Switch Loadouts" button in the pause menu online, but it only switches Suit Upgrades. If you put Armory (Primary) on the loadout you spawn with then switch to another loadout, you can have 2 primary weapons without directly having Armory on the loadout you are using.
+
*There is a "Switch Loadouts" button in the pause menu online, but it only switches Suit Upgrades. If you put Armory (Primary) on the loadout you spawn with then switch to another loadout you can have 2 primary weapons without directly having Armory on the loadout you are using.
**This can also be done with Bomb Bag, Ammo Belt, and Reverse Damage (only the added Radiation grenade is kept).
+
**This can also be done with Bomb Bag, Ammo Belt, and Reverse Damage.
 
**Note: While this can give you an edge in multiplayer, it is also risky as it consumes an extra Loudout and thus removing adaptability.  
 
**Note: While this can give you an edge in multiplayer, it is also risky as it consumes an extra Loudout and thus removing adaptability.  
 
*Explosive Focus decreases damage taken from the HVS45 just like it would any explosive. This includes headshots.
 
*Explosive Focus decreases damage taken from the HVS45 just like it would any explosive. This includes headshots.
  +
**Supposedly also from the SPAS 12, but has not been disconfirmed through testing.
*The Damage Control Point increases damage from everything by 13%, including explosive weapons, Melees/Backstabs, and caught projectiles in the AEGIS Device (AEGIS Rule still applies).
+
*The Damage Control Point increases damage from everything by 13%, including Grenades, SMAW shots, Melees/Backstabs, and caught things in the AEGIS Device (AEGIS Rule still applies).
** This is the only known method of increasing the damage of "pure" explosive weapons.
 
*The Health Control Point has no confirmed bonuses, but is believed to increase health regeneration speed. As such, it does not directly "balance out" with the Damage Control Point.
+
*The Health Control Point has no confirmed bonuses, but is believed to increase health regeneration speed. It does not directly balance out the Damage Control Point though, do not take them for equals.
*Speed Control Point increases movement speed by approximately 25 units (same units as in custom games). Identical bonus to the Supercharger upgrade.
+
*Speed Control Point increases movement speed by approximately 25 units (same units as in custom games).
Please note that all contributions to the The Conduit Wiki are considered to be released under the CC-BY-SA
Cancel Editing help (opens in new window)